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-- -- tasks base lib


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local function ballons_task(theNPC)
    if theNPC.npc_everything_data:Add("ballons",1) > 30 then
        theNPC.event_step = 1
    end

    -- balloon
    local ballons_list = {
        "balloon","balloonparty","balloon","balloon","balloonspeed","balloon","balloon"
    }
    theNPC.components.inventory:DropEverythingWithTag("balloon")
    local ret_name = theNPC.npc_base_lib:GetRandom(ballons_list)
    theNPC.npc_base_lib:Equip(SpawnPrefab(ret_name) or SpawnPrefab("balloonparty"))
    
end

local function Time_Out_Leave(inst)
    local theNPC = inst.entity:GetParent()
    local time = theNPC.npc_base_lib:Get_Time_Out()
    if time then
        inst:DoTaskInTime(time,function()
            inst:Remove()
            theNPC:AddDebuff("npc_event_leave","npc_event_leave")
            -- theNPC.npc_base_lib:Say(theNPC.CHAT_TABLE.time_out)
            print("Warning : npc time out and leave")
        end)
    end
end


local function NPC_TASKS_INIT(inst)
    local theNPC = inst.entity:GetParent()
    -- language_change_say(theNPC)
    Time_Out_Leave(inst)
    
    -- theNPC.npc_base_lib:Equip_Random_Hat()
    -- theNPC.npc_base_lib:Equip_Random_Cloth()
    -- theNPC.npc_base_lib:Equip_Random_Weapon()
    local hat = SpawnPrefab("balloonhat")
    hat:RemoveTag("balloon")
    theNPC.npc_base_lib:Equip(hat)

    local cloth = SpawnPrefab("balloonvest")
    cloth:RemoveTag("balloon")
    theNPC.npc_base_lib:Equip(cloth)

    theNPC.npc_base_lib:Equip(SpawnPrefab("balloonparty"))

    theNPC:AddTag("INLIMBO")
    theNPC:AddTag("notarget")
    theNPC:AddTag("noattack")
    theNPC:AddTag("invisible")
    -- theNPC:AddTag("Unable_To_Refuse")
    theNPC.npc_event = inst.prefab
end

local function NPC_TASKS(inst)
    local theNPC = inst.entity:GetParent()
    if TheWorld.state.isnight  or TheWorld:HasTag("cave") then
        theNPC.npc_base_lib:Try_2_Set_Light(true)
    else
        theNPC.npc_base_lib:Try_2_Set_Light(false)
    end
    local theplayer = theNPC.__link_player
    if theplayer == nil or theplayer:IsValid() == false then
        -- theNPC:RemoveDebuff(inst.prefab)
        inst:Remove()
        theNPC:AddDebuff("npc_event_leave","npc_event_leave")
        print("Warning : theNPC.__link_player == nil")
        return
    end

    if theNPC.event_step == nil then
        
        theNPC.npc_base_lib:Run_Around_Target_In_Range({range = 6,random_range_flag = true , mid_reflash_range = 3,fn = ballons_task})


    elseif theNPC.event_step == 1 then

        theNPC.npc_base_lib:Equip(SpawnPrefab("balloonspeed"))

        theNPC.npc_base_lib:Say("       ")
        theNPC.event_step = theNPC.event_step + 1
    elseif theNPC.event_step == 2 then
        theNPC:DoTaskInTime(3,function()
            theNPC.event_step = 3
        end)
        
    elseif theNPC.event_step == 3 then
        -- theNPC.event_step = theNPC.event_step + 1
        -- theNPC:RemoveDebuff(inst.prefab)
        inst:Remove()
        -- theNPC.npc_base_lib:Say("Bye ~ ")
        theNPC:AddDebuff("npc_event_leave","npc_event_leave")
    end
end
--------------------------------------------------------------------------------------------------------------------------------------------------

local function OnAttached(inst,target) -- when the debuff on or player is newSpawn(or through the cave)
    inst.entity:SetParent(target.entity)
    inst.Network:SetClassifiedTarget(target)
    local NPC = inst.entity:GetParent()
    local flag ,error_code= pcall(function(inst,target)
        if TheWorld.ismastersim then

            NPC_TASKS_INIT(inst)


        end
    end,inst,target)
    if flag == false  then
        print("Error : OnAttached(inst,target) ",inst.prefab)
        print(error_code)
        NPC:Remove()
    end
end

local function OnDetached(inst) -- When eliminating from the outside
    local player = inst.entity:GetParent()   
    -- print(" FROM OUSIDE REMOVE ")
    
    -- inst:Remove()
end

local function ExtendDebuff(inst)
    -- inst.countdown = 3 + (inst._level:value() < CONTROL_LEVEL and EXTEND_TICKS or math.floor(TUNING.STALKER_MINDCONTROL_DURATION / FRAMES + .5))
end



local function OnUpdate(inst,ismastersim)
    local NPC = inst.entity:GetParent()
    local flag,error_code = pcall(function(inst,ismastersim)
        -- local NPC = inst.entity:GetParent()

        NPC_TASKS(inst)


    end,inst,ismastersim)
    if flag == false then
        print("Error : OnUpdate(inst,ismastersim) ,step:",NPC.event_step ,inst.prefab)
        print(error_code)
        NPC:Remove()
    end
end

local function fn()
    local inst = CreateEntity()

    inst.entity:AddTransform()
    inst.entity:AddNetwork()

    inst:AddTag("CLASSIFIED")


    -- inst:DoPeriodicTask(1, OnUpdate, nil, TheWorld.ismastersim)  -- in one seconds
    inst:DoPeriodicTask( 0.5, OnUpdate, nil, TheWorld.ismastersim)  -- in 0.5 seconds

    inst.entity:SetPristine()

    if not TheWorld.ismastersim then
        return inst
    end

    inst:AddComponent("debuff")
    inst.components.debuff:SetAttachedFn(OnAttached)
    inst.components.debuff.keepondespawn = false -- 是否保持debuff 到下次登陆
    -- inst.components.debuff:SetDetachedFn(inst.Remove)
    inst.components.debuff:SetDetachedFn(OnDetached)
    -- inst.components.debuff:SetExtendedFn(ExtendDebuff)
    -- ExtendDebuff(inst)


    return inst
end

return Prefab("npc_event_wes_and_ballons", fn)
